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Win At Sudoku - The complete guide to solving Sudoku puzzles using pure logic
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Maths Centre
10% of the profits generated by your purchase will go towards our charity of choice, Maths Centre, a charity whose mission is to create mathematically, scientifically, technologically literate and functional learners who embrace entrepreneurialism in order to enable themselves to be successful in a business world. Find out more about the Centre at their website: http://www.mcpt.org/

Win At Sudoku e-book details Number of pages: 137
Book file size: 4,446MB
Book format: PDF

Should you not have Adobe Reader you can download it for free from Adobe's website here: http://get.adobe.com/reader/

Table of contents
TERMS & CONDITIONS
ACKNOWLEDGEMENTS AND REFERENCES
INTRO: EVOLUTION OF THE METHOD
FEEDBACK/COMMENTS/SUGGESTIONS
THE RULES OF SUDOKU
THE PUZZLE GRID ELEMENTS
SCANNING THE PUZZLE HORIZONS
GETTING TO KNOW THE NUMBERS
GETTING TO KNOW THE LAYOUT

   THE NOD BOX
   THE WORK AREAS
BUILDING UP OPTIONS
   FIXED OPTIONS
   LONG OPTIONS
   DEDUCED OPTIONS
   JOYFUL OPTIONS: TWINS, TRIPS, QUADS
   WHY JOYFUL OPTIONS MATTER
   HALF OPTIONS
   HOLDING OPTIONS
   LOVE THOSE OPTIONS!
SYMBOLS ADD VALUE
NOISE REDUCTION
GENERAL GAME STRATEGY
STEPS TO A SUCCESSFUL GAME

   STARTGAME
   MIDGAME
   ENDGAME
BIGGEST THREATS TO YOUR SUCCESS
   CARELESS MISTAKES
   UNWARRANTED CONCLUSIONS
   ZIPPING ALONG
   HUBRIS
   FALLING INTO A TRAP
ERROR ANALYSIS
STAYING ON TOP OF YOUR GAME

OTHER STUFF
   CHECKING OR CHEATING?
   BORED?
WORKED EXAMPLES
   BEFORE YOU DIVE IN...
   EXAMPLE 1 LEVEL: VERY EASY
   EXAMPLE 2 LEVEL: EASY
   EXAMPLE 3 LEVEL: MEDIUM
   EXAMPLE 4 LEVEL: MEDIUM
   EXAMPLE 5 LEVEL: HARD
   EXAMPLE 6 LEVEL: HARD
   EXAMPLE 7 LEVEL: NASTY
   EXAMPLE 8 LEVEL: NASTY
   EXAMPLE 9 LEVEL: WORLD’S HARDEST
APPENDIX A: DEFINITIONS
   AREAS - THE PUZZLE GRID ELEMENTS
   AREAS - THE LAYOUT ELEMENTS
   AREAS - RELATED AREAS and SCANNING
   NUMBERS
   SYMBOLS
APPENDIX B: RULES
   STRATEGY RULES
      RULE OF OPTIONS
      RULE OF CAN'T BE
      RULE OF EVERYTHING COUNTS
      RULE OF EVERY MOVE YOU MAKE
      RULE OF DON’T KNOW
      RULE OF REDUCTION
      RULE OF FOCUS
      RULE OF DIRECTION
   NUMBER RULES
      RULE OF ONE (Ro1)
      RULE OF TWO (Ro2) - TWINS
      RULE OF THREE (Ro3) - TRIPLETS
      RULE OF FOUR (Ro4) - QUADS
APPENDIX C: BLANK LAYOUT